11-24-2018 04:10 AM
11-26-2018 06:59 PM
Thank you all for the updates over the weekend. We're still doing some testing and Valve is continuing to improve SteamVR.
It does seem like there might be more than one root cause for this behavior though, so we've learned something new.
11-26-2018 08:11 PM - edited 11-26-2018 09:51 PM
I really hope the rest of the performance issues can be resolved. I'm one of the people who had a major improvement with the SteamVR beta update. It's still not perfect though. Nvidia VR Funhouse and Budget Cuts are examples of games that are still unplayable. Thankfully the issues only affects some area in Budget Cuts and there are significant sections that don't exhibit problems. Nvidia VR Funhouse is a mess in wireless and completely unenjoyable, which is a shame as it's something my family enjoys playing.
@GettingSickOfThis,the Frame Timing graph in SteamVR is showing just that, frame timing. It is not equivalent to utilization. It's possible for your processor to be sitting at 10% and have frame timing through the roof and vice-versa. That's why you can't directly compare Frame Timing and Utilization charts.
11-27-2018 10:44 AM - edited 11-27-2018 10:50 AM
Are you guys kidding me? My Wireless was running fine after i upgraded my whole system.. Now installed the latest steamvr.. and i cant play a Single Game!!!! Everything is super pixelated.. how can i roll back to the older version? And what happend
Seriously how can a company f** something up so bad.. I hope a good alternative is coming out soon.. I getting to despise HTC for all the Trouble they bing me and other consumers..
We pay the most of all VR Users and yet we get half ready products and software at our door.. Unbeliveable ...
11-27-2018 11:31 AM
11-27-2018 12:59 PM
I also have the problem that the games are no longer running smoothly for me.
So you do not feel alone, I once made a video of this great problem. I compared the performance with different configurations. SS is 1.0
Is there a solution to the problem now?
Here is the video: https://youtu.be/iDeBdzjqkjQ
11-27-2018 11:14 PM - edited 11-27-2018 11:17 PM
@Goldenegg Yes.... Exactly my point. So Task Manager is the most accurate representation of hardware utilization. Wherein our CPU's are all endlessly locked to 100% irrespective of what game is being played whilst using wireless.
I can't add anything new to this issue and have gone back to wired until the issue is resolved. It was suggested to me that this issue didn't exist prior to the Wireless software Ryzen patch/update, shame rolling back to those pre bricked drivers/version isn't an option.
11-28-2018 11:48 AM
The question is .... can Steam VR even solve the problem with software? Is Intel the problem? Was the problem recognized by the companies? Is this anybody interested in Valve or HTC?
The Windows Task: VR Compositor is listed as a separate process for the cable connection.
If the VR glasses are connected to the wireless adapter, the VR Compositor will be displayed as a subset of the "Steam Client Bootstrapper 32Bit".
The Steam VRCompositor needs about 5% CPU with cable
The Steam VRCompositor needs about 40% CPU with a wireless adapter
Intel 7700K / Asus Z270E
The device does not work acceptably. It is a disappointment.
11-28-2018 05:36 PM - edited 11-29-2018 06:16 AM
I have communicated with Intel directly on this issue and they are monitoring this thread. I must say that Intel customer service and tech support is mind boggling responsive and helpful; Kudos!
Also reached out to DisplayLink however they didn't respond.
As disappointing as it is, in defence of the Vive team their hands are clearly not idle. We'll have to wait and see.
11-28-2018 06:47 PM
After reading this thread, I think the result came from Nagorak makes sense to me. When go wireless and if you need to set your SS high, then you need to sacrifice the performance. That's why I set my SS like 100%.
I haven't tested out to see if it was fixed, however I think I know why performance was bad before and why reducing SS helped improve performance. I discovered that if my GPU was completing the frame later, even if it was still below 12ms (staying out of reprojection), it would cause late starts on the CPU. Meanwhile if it was completing the frame faster this wouldn't happen.
Basically it seems like the Wireless Adapter inserted an extra step between the GPU completing the frame and the CPU starting the next(?) frame. It appears to work like this:
Wired: GPU completes frame > CPU starts next frame.
Wireless: GPU completes frame > WA Compresses Frame > CPU starts next frame.
So, if your GPU is finishing closer to the 12ms mark (usually what would happen if you are increasing SS to maximize image quality), then the CPU would end up starting late and if it was late enough it wouldn't finish in time resulting in reprojection. Meanwhile if your GPU finishes faster (lower SS), it gives more time to compress the frame before the CPU needs to start the next frame.
Assuming the problem has been fixed, I suspect what has changed is now the CPU is not being held back from starting the next frame while the previous frame is being compressed, and instead they are occurring concurrently.
11-28-2018 08:27 PM - edited 11-29-2018 08:19 AM
11-29-2018 06:08 AM - edited 11-29-2018 06:17 AM
Hi Alubaking. Are we reading the same thread because that link you provided points to a bunch of people with no awareness of the key issue (CPU throttling) reporting supeficial improvements relating specifically to GPU performance whilst saying ABSOLUTELY NOTHING about their CPU usage; the OP included.
The OP (sergioberg79) also said that "there is no performance issues with high SS settings for me" which completely contradicts your curious Nagorak theory. Mind you most of us here have tested with a wide range of SS settings with ZERO effect to CPU overhead; locked to 100% irrespective of conditions or troubleshooting.
To the contrary, most people here and there clearly pointed out that CPU use was exactly the same post update. Some statements from that thread you might have missed before posting here...
"CPU still spiking in those even with this update"
"CPU is still pegged around 99%"
"Cpu was pegged at 100% all the time."
"CPU still seems high"
"Totally killing my cpu"
False claims of the issue being "completely resolved" really aren't helpful to those still being effected.
PS: "I haven't tested out to see if it was fixed" - Thanks mate, very useful.
11-29-2018 10:11 AM - edited 11-29-2018 10:25 AM
12-01-2018 04:14 PM
12-01-2018 04:14 PM